Skip to content
Careers

Show us something you made. Tell us what's wrong with it.

That's the whole interview. We stopped running whiteboard rounds two years ago — they measured how recently someone had practised whiteboard rounds, which correlates with nothing we care about. What you can see is the ceiling on what you'll eventually build.

Open roles
6
Nationalities
32
Remote
Since 2016
First-year attrition
Near zero
Life here

The things that actually matter.

No ping-pong table on this list. These are the six things people tell us they stayed for.

01

Remote First

Work from anywhere in a timezone that overlaps your team by four hours. We've been distributed since 2016 — it isn't an experiment.

02

Learning Budget

$5,000 a year for courses, conferences and hardware, plus one Friday a month that belongs entirely to you.

03

Real Growth

Published levelling framework, twice-yearly reviews, and a technical track that goes as far as the management one.

04

International Team

Studios in India and the Netherlands, and colleagues further out. Every meeting is recorded and written up, so nobody's asleep for the decision.

05

Serious Equipment

The machine you need — devkits, headsets and GPUs included. Nobody profiles an Unreal build on a laptop.

06

Time That's Yours

Unlimited leave with a mandatory 25-day floor, because unlimited leave without a floor means nobody takes any.

Apply

One conversation. No ordeal.

  1. 1

    You send us something

    A project, a repo, a paper, a game — with your own critique of it attached.

  2. 2

    We talk for an hour

    About your work and ours. No trick questions, no reversing a linked list.

  3. 3

    You meet the team

    The people you'd actually work with. They decide, not a panel who'll never see you again.

  4. 4

    We answer either way

    Usually within a week. Including when the answer is no, and why.

We don't run whiteboard interviews. The critique matters more than the artefact: what you can see is the ceiling on what you'll eventually build.